12 research outputs found

    Simulated Annealing for JPEG Quantization

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    JPEG is one of the most widely used image formats, but in some ways remains surprisingly unoptimized, perhaps because some natural optimizations would go outside the standard that defines JPEG. We show how to improve JPEG compression in a standard-compliant, backward-compatible manner, by finding improved default quantization tables. We describe a simulated annealing technique that has allowed us to find several quantization tables that perform better than the industry standard, in terms of both compressed size and image fidelity. Specifically, we derive tables that reduce the FSIM error by over 10% while improving compression by over 20% at quality level 95 in our tests; we also provide similar results for other quality levels. While we acknowledge our approach can in some images lead to visible artifacts under large magnification, we believe use of these quantization tables, or additional tables that could be found using our methodology, would significantly reduce JPEG file sizes with improved overall image quality.Comment: Appendix not included in arXiv version due to size restrictions. For full paper go to: http://www.eecs.harvard.edu/~michaelm/SimAnneal/PAPER/simulated-annealing-jpeg.pd

    Development of Low Power Image Compression Techniques

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    Digital camera is the main medium for digital photography. The basic operation performed by a simple digital camera is, to convert the light energy to electrical energy, then the energy is converted to digital format and a compression algorithm is used to reduce memory requirement for storing the image. This compression algorithm is frequently called for capturing and storing the images. This leads us to develop an efficient compression algorithm which will give the same result as that of the existing algorithms with low power consumption. As a result the new algorithm implemented camera can be used for capturing more images then the previous one. 1) Discrete Cosine Transform (DCT) based JPEG is an accepted standard for lossy compression of still image. Quantisation is mainly responsible for the amount loss in the image quality in the process of lossy compression. A new Energy Quantisation (EQ) method proposed for speeding up the coding and decoding procedure while preserving image qu..

    High-performance compression of visual information - A tutorial review - Part I : Still Pictures

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    Digital images have become an important source of information in the modern world of communication systems. In their raw form, digital images require a tremendous amount of memory. Many research efforts have been devoted to the problem of image compression in the last two decades. Two different compression categories must be distinguished: lossless and lossy. Lossless compression is achieved if no distortion is introduced in the coded image. Applications requiring this type of compression include medical imaging and satellite photography. For applications such as video telephony or multimedia applications, some loss of information is usually tolerated in exchange for a high compression ratio. In this two-part paper, the major building blocks of image coding schemes are overviewed. Part I covers still image coding, and Part II covers motion picture sequences. In this first part, still image coding schemes have been classified into predictive, block transform, and multiresolution approaches. Predictive methods are suited to lossless and low-compression applications. Transform-based coding schemes achieve higher compression ratios for lossy compression but suffer from blocking artifacts at high-compression ratios. Multiresolution approaches are suited for lossy as well for lossless compression. At lossy high-compression ratios, the typical artifact visible in the reconstructed images is the ringing effect. New applications in a multimedia environment drove the need for new functionalities of the image coding schemes. For that purpose, second-generation coding techniques segment the image into semantically meaningful parts. Therefore, parts of these methods have been adapted to work for arbitrarily shaped regions. In order to add another functionality, such as progressive transmission of the information, specific quantization algorithms must be defined. A final step in the compression scheme is achieved by the codeword assignment. Finally, coding results are presented which compare stateof- the-art techniques for lossy and lossless compression. The different artifacts of each technique are highlighted and discussed. Also, the possibility of progressive transmission is illustrated

    Study and Implementation of Watermarking Algorithms

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    Water Making is the process of embedding data called a watermark into a multimedia object such that watermark can be detected or extracted later to make an assertion about the object. The object may be an audio, image or video. A copy of a digital image is identical to the original. This has in many instances, led to the use of digital content with malicious intent. One way to protect multimedia data against illegal recording and retransmission is to embed a signal, called digital signature or copyright label or watermark that authenticates the owner of the data. Data hiding, schemes to embed secondary data in digital media, have made considerable progress in recent years and attracted attention from both academia and industry. Techniques have been proposed for a variety of applications, including ownership protection, authentication and access control. Imperceptibility, robustness against moderate processing such as compression, and the ability to hide many bits are the basic but rat..

    Gaze-Based Human-Robot Interaction by the Brunswick Model

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    We present a new paradigm for human-robot interaction based on social signal processing, and in particular on the Brunswick model. Originally, the Brunswick model copes with face-to-face dyadic interaction, assuming that the interactants are communicating through a continuous exchange of non verbal social signals, in addition to the spoken messages. Social signals have to be interpreted, thanks to a proper recognition phase that considers visual and audio information. The Brunswick model allows to quantitatively evaluate the quality of the interaction using statistical tools which measure how effective is the recognition phase. In this paper we cast this theory when one of the interactants is a robot; in this case, the recognition phase performed by the robot and the human have to be revised w.r.t. the original model. The model is applied to Berrick, a recent open-source low-cost robotic head platform, where the gazing is the social signal to be considered

    Image Quality Assessment: Addressing the Data Shortage and Multi-Stage Distortion Challenges

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    Visual content constitutes the vast majority of the ever increasing global Internet traffic, thus highlighting the central role that it plays in our daily lives. The perceived quality of such content can be degraded due to a number of distortions that it may undergo during the processes of acquisition, storage, transmission under bandwidth constraints, and display. Since the subjective evaluation of such large volumes of visual content is impossible, the development of perceptually well-aligned and practically applicable objective image quality assessment (IQA) methods has taken on crucial importance to ensure the delivery of an adequate quality of experience to the end user. Substantial strides have been made in the last two decades in designing perceptual quality methods and three major paradigms are now well-established in IQA research, these being Full-Reference (FR), Reduced-Reference (RR), and No-Reference (NR), which require complete, partial, and no access to the pristine reference content, respectively. Notwithstanding the progress made so far, significant challenges are restricting the development of practically applicable IQA methods. In this dissertation we aim to address two major challenges: 1) The data shortage challenge, and 2) The multi-stage distortion challenge. NR or blind IQA (BIQA) methods usually rely on machine learning methods, such as deep neural networks (DNNs), to learn a quality model by training on subject-rated IQA databases. Due to constraints of subjective-testing, such annotated datasets are quite small-scale, containing at best a few thousands of images. This is in sharp contrast to the area of visual recognition where tens of millions of annotated images are available. Such a data challenge has become a major hurdle on the breakthrough of DNN-based IQA approaches. We address the data challenge by developing the largest IQA dataset, called the Waterloo Exploration-II database, which consists of 3,570 pristine and around 3.45 million distorted images which are generated by using content adaptive distortion parameters and consist of both singly and multiply distorted content. As a prerequisite requirement of developing an alternative annotation mechanism, we conduct the largest performance evaluation survey in the IQA area to-date to ascertain the top performing FR and fused FR methods. Based on the findings of this survey, we develop a technique called Synthetic Quality Benchmark (SQB), to automatically assign highly perceptual quality labels to large-scale IQA datasets. We train a DNN-based BIQA model, called EONSS, on the SQB-annotated Waterloo Exploration-II database. Extensive tests on a large collection of completely independent and subject-rated IQA datasets show that EONSS outperforms the very state-of-the-art in BIQA, both in terms of perceptual quality prediction performance and computation time, thereby demonstrating the efficacy of our approach to address the data challenge. In practical media distribution systems, visual content undergoes a number of degradations as it is transmitted along the delivery chain, making it multiply distorted. Yet, research in IQA has mainly focused on the simplistic case of singly distorted content. In many practical systems, apart from the final multiply distorted content, access to earlier degraded versions of such content is available. However, the three major IQA paradigms (FR, RR, and, NR) are unable to take advantage of this additional information. To address this challenge, we make one of the first attempts to study the behavior of multiple simultaneous distortion combinations in a two-stage distortion pipeline. Next, we introduce a new major IQA paradigm, called degraded reference (DR) IQA, to evaluate the quality of multiply distorted images by also taking into consideration their respective degraded references. We construct two datasets for the purpose of DR IQA model development, and call them DR IQA database V1 and V2. These datasets are designed on the pattern of the Waterloo Exploration-II database and have 32,912 SQB-annotated distorted images, composed of both singly distorted degraded references and multiply distorted content. We develop distortion behavior based and SVR-based DR IQA models. Extensive testing on an independent set of IQA datasets, including three subject-rated datasets, demonstrates that by utilizing the additional information available in the form of degraded references, the DR IQA models perform significantly better than their BIQA counterparts, thereby establishing DR IQA as a new paradigm in IQA

    Perceptually Optimized Visualization on Autostereoscopic 3D Displays

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    The family of displays, which aims to visualize a 3D scene with realistic depth, are known as "3D displays". Due to technical limitations and design decisions, such displays create visible distortions, which are interpreted by the human vision as artefacts. In absence of visual reference (e.g. the original scene is not available for comparison) one can improve the perceived quality of the representations by making the distortions less visible. This thesis proposes a number of signal processing techniques for decreasing the visibility of artefacts on 3D displays. The visual perception of depth is discussed, and the properties (depth cues) of a scene which the brain uses for assessing an image in 3D are identified. Following the physiology of vision, a taxonomy of 3D artefacts is proposed. The taxonomy classifies the artefacts based on their origin and on the way they are interpreted by the human visual system. The principles of operation of the most popular types of 3D displays are explained. Based on the display operation principles, 3D displays are modelled as a signal processing channel. The model is used to explain the process of introducing distortions. It also allows one to identify which optical properties of a display are most relevant to the creation of artefacts. A set of optical properties for dual-view and multiview 3D displays are identified, and a methodology for measuring them is introduced. The measurement methodology allows one to derive the angular visibility and crosstalk of each display element without the need for precision measurement equipment. Based on the measurements, a methodology for creating a quality profile of 3D displays is proposed. The quality profile can be either simulated using the angular brightness function or directly measured from a series of photographs. A comparative study introducing the measurement results on the visual quality and position of the sweet-spots of eleven 3D displays of different types is presented. Knowing the sweet-spot position and the quality profile allows for easy comparison between 3D displays. The shape and size of the passband allows depth and textures of a 3D content to be optimized for a given 3D display. Based on knowledge of 3D artefact visibility and an understanding of distortions introduced by 3D displays, a number of signal processing techniques for artefact mitigation are created. A methodology for creating anti-aliasing filters for 3D displays is proposed. For multiview displays, the methodology is extended towards so-called passband optimization which addresses Moiré, fixed-pattern-noise and ghosting artefacts, which are characteristic for such displays. Additionally, design of tuneable anti-aliasing filters is presented, along with a framework which allows the user to select the so-called 3d sharpness parameter according to his or her preferences. Finally, a set of real-time algorithms for view-point-based optimization are presented. These algorithms require active user-tracking, which is implemented as a combination of face and eye-tracking. Once the observer position is known, the image on a stereoscopic display is optimised for the derived observation angle and distance. For multiview displays, the combination of precise light re-direction and less-precise face-tracking is used for extending the head parallax. For some user-tracking algorithms, implementation details are given, regarding execution of the algorithm on a mobile device or on desktop computer with graphical accelerator
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